The SMG is the close range weapon for the hacker class. It fires low damage projectiles at an insanely fast rate, and combined with a fairly large clip and the highest mobility of any weapon, it is deadly. For cover fire it can be set up on a remote controlled tripod, sheltering the user from harm while he blasts away at the enemy. This weapon is ideal for the sneaky soldier who specializes in infiltrating the enemy and creating havoc from within.

This weapon can be one of the weakest when employed on the battlefield in terms of raw fire power. It's accuracy will quickly deteriorate at range under sustained fire, and therefore is most effective at close range where it can fire bullets as quickly and accurately as possible.

The tripod, deployed with secondary fire and controlled by the hackbox's secondary fire, is a perfect way of ambushing the enemy and providing supporting cover while staying out of harms way. Watch out however, as you are left with only a pistol, and when in control of the turret, no camera control. This leaves you very vulnerable to flanking.

For sneaking around and capping points behind the enemy, the SMG provides the perfect balance between firepower and mobility. It's hacker class also means it can cap points solo. When not being used as a stealth weapon, the SMG is best suited to offensive groups, where its lower damage output and armor can be supported by it's teammates. This is not, however, a defensive weapon and will find itself at a disadvantage if found camping.

For a hacker the Railgun is the best choice for long range combat. This weapon is a slow firing, high-powered rifle that's long range and accurate, sporting an increased zoom. In the hands of an effective player it can be used in close range as well due to it's high damage output. Overall the Railgun is good for cover fire, sniping, and clearing out large, open areas.

The tactical advantages for the Railgun include its long range and stopping power. A few shots will drop any soldier, and a shot to the head is an instant kill. The pinpoint accuracy and high damage of this gun also makes it ideal for sniping, even in a crowded environment. One shot can often kill a wounded enemy or severely wound another. The Railgun wielding hacker is often a prime target of enemy soldiers because of their deadliness.

The Railgun should always remain at the back of the pack, where it can stay out of harms way while it picks off distant targets or finishes off the wounded. Its slow rate of fire can leave it lacking at close range without the assistance of teammates, so it is a class to be defended. The Railgun is the spice of any squad, if used sparingly and effectively.

The hackbox is what sets Hackers apart from the other classes. The primary fire of this portable hacking system will secure subsystems and spawn ghost players which will aid in capturing enemy subsystems quickly. The alternate fire will take control of the tripod placed by the hacker which can then be fired, reloaded and detonated remotely.

A properly used hackbox can offer your team a huge advantage when capturing subsystems.

As soldier the Carbine is an excellent choice of weapon. This weapon is compact, and delivers quite a punch in the hands of an able soldier. The Carbine fires single-shot high-power rounds, and in close quarters it is possible to switch to secondary for a powerful three-round burst. In essence, the Carbine is the perfect weapon for the soldier who favours versatility and precision.

Tactics often used by Carbine soldiers is taking advantage of the range of the weapon to guard large areas like a capital ship hangar, or long open distances like a corridor. In an assault, the carbine is best used for supporting the advancing unit from mid-range where you have time to pick and take down your target while he is occupied with other members in your unit.

In any tactical unit we are sure to employ a soldier with a Carbine, because of the pure precision the weapon has to offer. The role you will fulfill is most often that of supporting your squad from mid-range. A Carbine gunner is also capable of assisting hackers in long-range support by picking off targets from far away, but skilled Carbine users will also find a place in short-range combat where the burst is the key to success if used correctly.

The two different variants of the Tankbuster are lightweight anti-vehicle weapons, combined with a very potent automatic rifle. This is standard weaponry in boarding units, offering the perfect balance of offensive power and mobility. A charge from the the built in ion pulse cannon destroys most craft with a single shot, and the automatic rifle can easily hold it's own against other weapons. This weapon is potent in the hands of the soldier who is able to quickly adapt, and instinctively know his place in fierce combat.

As a Tankbuster marine you will easily be able to adapt to different situations. Your place is in the middle of the combat, supporting your teammates and offering covering fire where it's necessary. It is also your job to watch your comrades back's against incoming spacecraft, since you are able to take them down with ease.

The experienced soldier will be able to also use his ion charge effectively in infantry combat, where he will be able to strike a near fatal blow to enemy troops as well as remove their armor, weakening them in battle.

The Tankbuster is the ultimate all round infantry weapon, and should be considered standard equipment to new soldiers and old alike. It is effective in almost all situations. A unit is not complete without a Tankbuster due to the impressive versatility it can offer.

The Flamethrower is the support weapon which only NGM forces have. It fires a stream of searing flames at the enemy, disorienting them and dealing heavy damage over time. It also has the ability to spread napalm on the floor, ignitable by flames or explosions. This can be used to create a 1 way barrier for your team, making the flamethrower a key unit in a squad.

The primary attack for this weapon creates a stream of fire as long as most hallways, quickly incinerating anyone foolish enough to stand in its way. It does however have its limits, and is best suited to ambushes and close quarters. It is a support weapon as it specializes in creating damage over an area, using it's bright flames to blind and disorient its foes and allowing your team to easily clean up the remainder of the enemy troops.

This weapon can also use it's napalm to completely block the enemy off from an area. This can be done by spreading it in front of doorways or simply covering an area and igniting it. Although the flames will not damage your teammates, you will feel the full effect of the inferno if you accidentally step into it. The napalm can also be lit by enemy explosions, so be careful while you are laying it or you may be in for a deadly surprise.

The flamethrower is the ultimate close range support weapon. It can be used to flush enemies out of hiding spots, create barricades, disorient, and weaken the foe making the job for the rest of the team much easier. It will also decimate anything which stands still, and is able to hold its own in smaller battles.

This weapon is used only by UTF forces, and is mainly meant for suppression of enemy forces. The grenades explode with a wide radius, and if used by a skilled marine, can reach the enemy behind obstacles and walls. The Grenade Launcher use a 5-round clip of compact, high explosive grenades, and is deadly at all ranges. It is best used in the hands of the soldier who is skilled in dominating terrain, and predicting enemy movement.

The Grenade Launcher is mainly used in one of two roles, the first being mid- to long-range support. The soldier will be able to fire grenades at a position of tactical importance, such as an entrance, in order to suppress enemy forces coming from it and forcing them to hold their ground.

The second role is assisting a squad in a forward position. This is done by firing into rooms, unknown corridors, and clearing a room before the rest of the squad enters. This requires more experience and is left to veterans.

Overall, it is the perfect defensive weapon for taking advantage of choke points in the terrain structure, and working in cohesion with an advancing squad. The gunner should always find the optimal position from which to offer support, and will then be able to hold the enemy off until reinforcements arrive.

As the most straightforward weapon in the Marine's arsenal, the machine gun has excellent stopping power. With a 100 round clip, decent accuracy even at a distance and high caliber rounds, the machine gun is a formidable weapon. You cannot go wrong with this simple and effective weapon.

The Ion Cannon was devised as an excellent anti-vehicle weapon. The Ion beam is one of the few weapons which can penetrate the thick armor of tactical ships and damage the sensitive electronics inside. The only downside to maintaining such a powerful beam is that moving the ion cannon too violently will cause the beam to dephase and the cannon to shut down. The alternate fire of the Ion Cannon charges up a pulse of ion energy to varying degrees. These pulses are also effective against vehicles, but are really useful in infantry combat because of their explosive damage.

The pistol is the standard sidearm for every UTF Soldier or NGM Militia. This sidearm is a powerful weapon when your primary weapon ran out of ammo or needs a reload. With a melee it can knock out enemies in close range.